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E3 Expo - June 2013 - Interviews and Gameplay

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As far as I'm aware all that's been said is BOTH are being equally developed at the moment, with no decision made as to which will be the final choice.

It's another thing that playtesting will have to figure out.

I'm starting to sway away from 3dp myself.

Glad to hear it!

My reasoning comes from my experience with the mod. Based on that, community feedback seems to prefer 3rd. But as Terrorviktor said if there are official 1st only servers then thats something.

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So no car for now... i hope its not gone to be like for The war Z !

I want car in the game!!!

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3rd person is chosen over 1st person so often because of how glitchy and clunky 1st person is in ArmA 2.

With the new skeleton and mechanics in the SA, I'm sure more players will begin to enjoy what 1st person has to offer; minus the clunkiness.

One can only hope you're right. I thought it was the ability to look over walls and round trees and over grass when prone.

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So no car for now... i hope its not gone to be like for The war Z !

I want car in the game!!!

but from what i've heard they've employed the responsible staff from WarZ to do cars in Dayz. so no worries there pal...

; )

Edited by joe_mcentire

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Edited by SmashT
  • Like 3

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Movement looks so much better when he went prone. It's the little details to the environment they've added that I like most so far...it (would like to say 'feels') looks fantastic.

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"The game might survive being broken, but a broken game won't survive a broken launch. We're not doing the 50k keys at a time thing any more, we're doing a full launch - so we want to be ready and sure we don't break the game and launch at the same time."

http://www.reddit.com/r/dayz/comments/1g74wx/rgames_gets_a_dayz_walkthrough_with_dean_rocket/cahy67c?context=3

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Keep in mind, they don't have many programmers assigned to DayZ SA. I recall reading somewhere that it's just one guy and I doubt he's a prodigy who will defy the odds.

said that Arma 3 has roughly 70 people working on it, DayZ has bit of a "black ops team" and Take On Mars has only couple people.

So yeah they don't have many people working on DayZ but I don't know how much Arma 3 side can help them if they need some.

/Above

Hmmm interesting. That might give little bit "more delay" but I'm not sure would it be much.

Edited by St. Jimmy

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"The game might survive being broken, but a broken game won't survive a broken launch. We're not doing the 50k keys at a time thing any more, we're doing a full launch - so we want to be ready and sure we don't break the game and launch at the same time."

http://www.reddit.co...hy67c?context=3

a full-launch then....so they hope they've successfully destroyed the hype around the game :P

Edited by joe_mcentire

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said that Arma 3 has roughly 70 people working on it, DayZ has bit of a "black ops team" and Take On Mars has only couple people.

So yeah they don't have many people working on DayZ but I don't know how much Arma 3 side can help them if they need some.

I'm sure if the boys get stuck Marek will stroll in, swinging his dick, and save the day.

EDIT: OUTSOURCING!

We've heard gummy talk the talk. All our programming needs will be dealt with, no problem. ;)

Edited by Chabowski

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i have to say a big thank you to the OP i have given beans but thats not enough

big respec

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Worst news of the day... I was hoping it would be days to couple of weeks...

Yeah, I knew it would be the case and even predicted about 2 months ago but was still hoping for a miracle. Pretty much every part of the game, zombies, models, animations, weapons, crafting, interface, vehicles, loot is in very early stages or have not been worked on yet. The team is really short on resources, shame on you Bohemia, it was your chance to make it really big, like Blizzard/WoW huge., I guess tried and true Arma took priority and SA was shoved into a dark basement room with minimal resources.

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I hope they get the zeds working, still seem to warp around a little and the "hits" taken grom the jumping zeds doesnt seem to be in sync with the animation.. just looked/felt a little weird.

Also the knocking down part, another long animation that you just have to wait through(like the good old vaulting). Maybe you should be able to shoot them, start crawling or stand yourself up with a key command lie normally, not through cluncy animation.. nJust watch through something like that is pain (at least to me) and wait till the guy get slowly up and the zeds wait next to him...Zeds should go rocket on his ass when knocked down (refering the animations recording session where he ate and beated the sack ^^ )

If you know what I mean...

It looks good, nothing really "new" brought up on the video.

ps.

I have not watched every interview.

Edited by Zeppa

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Yeah, I knew it would be the case and even predicted about 2 months ago but was still hoping for a miracle. Pretty much every part of the game, zombies, models, animations, weapons, crafting, interface, vehicles, loot is in very early stages or have not been worked on yet. The team is really short on resources, shame on you Bohemia, it was your chance to make it really big, like Blizzard/WoW huge., I guess tried and true Arma took priority and SA was shoved into a dark basement room with minimal resources.

never ever ;)... this would imply a concession to the "mainstream" which surely was/would be never the goal (integrity from BIS and Dean provided). the mod got popular because it delivered to a niche market, it would be a disastrous move to desert that idea and market (gaming history has shown us so far)

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I really thought they would be much further along by now so I was underwhelmed to say the least. It looks better than the mod, but that's about it. I really hoped his Everest excursion would reinvigorate Rocket, but hearing him say he's already tired of zombies and thinking about future games isn't inspiring confidence. Seeing Matt streaming other games recently makes me think the entire team may be over it and ready to just get the damn thing released so they can all move on with their lives.

Like most others, I'll be purchasing the SA on day one no matter what. Whether I actually play it for more than a couple of hours remains to be seen.

In the meantime, a great many thanks to everyone working on both the original mod and all the various offshoots. One year on and I'm still playing DayZ on a weekly basis.

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I really thought they would be much further along by now so I was underwhelmed to say the least. It looks better than the mod, but that's about it. I really hoped his Everest excursion would reinvigorate Rocket, but hearing him say he's already tired of zombies and thinking about future games isn't inspiring confidence. Seeing Matt streaming other games recently makes me think the entire team may be over it and ready to just get the damn thing released so they can all move on with their lives.

Like most others, I'll be purchasing the SA on day one no matter what. Whether I actually play it for more than a couple of hours remains to be seen.

In the meantime, a great many thanks to everyone working on both the original mod and all the various offshoots. One year on and I'm still playing DayZ on a weekly basis.

i guess they are tired because of the massive most of the time arid work the had to do so far. me thinks if the first few major features slowly turn out to be of use (medical system, crafting, vehicles) they will most certainly get confidence-boosts.

edit: confidence is also influenced by feedback btw

Edited by joe_mcentire

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Here's a good synopsis. I feel like it's balanced. I'm super excited to play the damn game no matter how buggy it is.

https://www.youtube....h?v=knPIqojkgrc

I dunno man, he get's a lot of basic facts wrong and negates to mention many important things such as the crosshair being a placeholder. Fair play to him for trying though...

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I dunno man, he get's a lot of basic facts wrong and negates to mention many important things such as the crosshair being a placeholder. Fair play to him for trying though...

"6 months after the initial release date..." *facepalm*

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"6 months after the initial release date..." *facepalm*

Yeah, and that's just for starters. I've seen much more popular Youtubers getting it even more wrong though. Oh well.

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I hope they get the zeds working, still seem to warp around a little and the "hits" taken grom the jumping zeds doesnt seem to be in sync with the animation.. just looked/felt a little weird.

Also the knocking down part, another long animation that you just have to wait through(like the good old vaulting). Maybe you should be able to shoot them, start crawling or stand yourself up with a key command lie normally, not through cluncy animation.. nJust watch through something like that is pain (at least to me) and wait till the guy get slowly up and the zeds wait next to him...Zeds should go rocket on his ass when knocked down (refering the animations recording session where he ate and beated the sack ^^ )

If you know what I mean...

It looks good, nothing really "new" brought up on the video.

ps.

I have not watched every interview.

One of Rocket's posts on Reddit

Very Important

Matt forgot to explain the situation with zombie attacks:

Basically, we made a new system for the zombie animation attacks, but there is no event handler for that yet because it just went in this week. We need the event handler to synchronize the animation with its attack effects. Currently, as a placeholder, it simply plays the effect half a second after the animation is started.

The event handler is scheduled to be finished any day now, which will allow us to sequence the attack. It's a very trivial change but will obviously instantly improve the output.

It has nothing to do with hit detection, animations, or anything. It's how it is designed a placeholder.

Because we are rewriting many parts of the engine, problems like this (i.e. known bugs waiting for replacement of placeholder elements) are very common through the development as we wait for the sequence of development to occur.

tl;dr

The zombie attacks aren't sequenced for the animations because its a new system thats 50% coded and waiting for event handlers to allow synchronization, which is trivial to implement once made


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